#region Copyright & License Information /* * Copyright 2007-2019 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System.Linq; using OpenRA.Activities; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Activities { public class FlyAttack : Activity, IActivityNotifyStanceChanged { readonly Aircraft aircraft; readonly AttackAircraft attackAircraft; readonly Rearmable rearmable; readonly bool forceAttack; readonly int ticksUntilTurn; Target target; Target lastVisibleTarget; WDist lastVisibleMaximumRange; BitSet lastVisibleTargetTypes; Player lastVisibleOwner; bool useLastVisibleTarget; bool hasTicked; public FlyAttack(Actor self, Target target, bool forceAttack) { this.target = target; this.forceAttack = forceAttack; aircraft = self.Trait(); attackAircraft = self.Trait(); rearmable = self.TraitOrDefault(); ticksUntilTurn = attackAircraft.Info.AttackTurnDelay; // The target may become hidden between the initial order request and the first tick (e.g. if queued) // Moving to any position (even if quite stale) is still better than immediately giving up if ((target.Type == TargetType.Actor && target.Actor.CanBeViewedByPlayer(self.Owner)) || target.Type == TargetType.FrozenActor || target.Type == TargetType.Terrain) { lastVisibleTarget = Target.FromPos(target.CenterPosition); lastVisibleMaximumRange = attackAircraft.GetMaximumRangeVersusTarget(target); if (target.Type == TargetType.Actor) { lastVisibleOwner = target.Actor.Owner; lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes(); } else if (target.Type == TargetType.FrozenActor) { lastVisibleOwner = target.FrozenActor.Owner; lastVisibleTargetTypes = target.FrozenActor.TargetTypes; } } } public override Activity Tick(Actor self) { if (ChildActivity != null) { ChildActivity = ActivityUtils.RunActivity(self, ChildActivity); if (ChildActivity != null) return this; } // Refuse to take off if it would land immediately again. if (aircraft.ForceLanding) Cancel(self); if (IsCanceling) { // Cancel the requested target, but keep firing on it while in range if (attackAircraft.Info.PersistentTargeting) { attackAircraft.OpportunityTarget = attackAircraft.RequestedTarget; attackAircraft.OpportunityForceAttack = attackAircraft.RequestedForceAttack; attackAircraft.OpportunityTargetIsPersistentTarget = true; } attackAircraft.RequestedTarget = Target.Invalid; return NextActivity; } // Check that AttackFollow hasn't cancelled the target by modifying attack.Target // Having both this and AttackFollow modify that field is a horrible hack. if (hasTicked && attackAircraft.RequestedTarget.Type == TargetType.Invalid) return NextActivity; if (attackAircraft.IsTraitPaused) return this; bool targetIsHiddenActor; attackAircraft.RequestedTarget = target = target.Recalculate(self.Owner, out targetIsHiddenActor); attackAircraft.RequestedTargetLastTick = self.World.WorldTick; hasTicked = true; if (!targetIsHiddenActor && target.Type == TargetType.Actor) { lastVisibleTarget = Target.FromTargetPositions(target); lastVisibleMaximumRange = attackAircraft.GetMaximumRangeVersusTarget(target); lastVisibleOwner = target.Actor.Owner; lastVisibleTargetTypes = target.Actor.GetEnabledTargetTypes(); } var oldUseLastVisibleTarget = useLastVisibleTarget; useLastVisibleTarget = targetIsHiddenActor || !target.IsValidFor(self); // Update target lines if required if (useLastVisibleTarget != oldUseLastVisibleTarget) self.SetTargetLine(useLastVisibleTarget ? lastVisibleTarget : target, Color.Red, false); // Target is hidden or dead, and we don't have a fallback position to move towards if (useLastVisibleTarget && !lastVisibleTarget.IsValidFor(self)) { attackAircraft.RequestedTarget = Target.Invalid; return NextActivity; } // If all valid weapons have depleted their ammo and Rearmable trait exists, return to RearmActor to reload and then resume the activity if (rearmable != null && !useLastVisibleTarget && attackAircraft.Armaments.All(x => x.IsTraitPaused || !x.Weapon.IsValidAgainst(target, self.World, self))) { QueueChild(self, new ReturnToBase(self, aircraft.Info.AbortOnResupply), true); return this; } var pos = self.CenterPosition; var checkTarget = useLastVisibleTarget ? lastVisibleTarget : target; // We don't know where the target actually is, so move to where we last saw it if (useLastVisibleTarget) { // We've reached the assumed position but it is not there - give up if (checkTarget.IsInRange(pos, lastVisibleMaximumRange)) { attackAircraft.RequestedTarget = Target.Invalid; return NextActivity; } // Fly towards the last known position QueueChild(self, new Fly(self, target, WDist.Zero, lastVisibleMaximumRange, checkTarget.CenterPosition, Color.Red), true); return this; } var delta = attackAircraft.GetTargetPosition(pos, target) - pos; var desiredFacing = delta.HorizontalLengthSquared != 0 ? delta.Yaw.Facing : aircraft.Facing; var isAirborne = self.World.Map.DistanceAboveTerrain(pos).Length >= aircraft.Info.MinAirborneAltitude; if (!isAirborne) QueueChild(self, new TakeOff(self), true); if (attackAircraft.Info.AttackType == AirAttackType.Strafe) { if (target.IsInRange(pos, attackAircraft.GetMinimumRange())) QueueChild(self, new FlyTimed(ticksUntilTurn, self), true); QueueChild(self, new Fly(self, target, target.CenterPosition, Color.Red), true); QueueChild(self, new FlyTimed(ticksUntilTurn, self)); } else { var minimumRange = attackAircraft.GetMinimumRangeVersusTarget(target); if (!target.IsInRange(pos, lastVisibleMaximumRange) || target.IsInRange(pos, minimumRange)) QueueChild(self, new Fly(self, target, minimumRange, lastVisibleMaximumRange, target.CenterPosition, Color.Red), true); else if (isAirborne) // Don't use 'else' to avoid conflict with TakeOff Fly.VerticalTakeOffOrLandTick(self, aircraft, desiredFacing, aircraft.Info.CruiseAltitude); } return this; } void IActivityNotifyStanceChanged.StanceChanged(Actor self, AutoTarget autoTarget, UnitStance oldStance, UnitStance newStance) { // Cancel non-forced targets when switching to a more restrictive stance if they are no longer valid for auto-targeting if (newStance > oldStance || forceAttack) return; if (!autoTarget.HasValidTargetPriority(self, lastVisibleOwner, lastVisibleTargetTypes)) attackAircraft.RequestedTarget = Target.Invalid; } } }